Difference between revisions of "Beastly Appendage"

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{{Spell
 
{{Spell
 
|name=Beastly Appendage
 
|name=Beastly Appendage
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Causes a vicious spike to grow from one of the caster's tentacles, increasing the damage of their extra tentacle attacks. It is not powerful enough to affect tentacles which are already mutated.}}
 
Causes a vicious spike to grow from one of the caster's tentacles, increasing the damage of their extra tentacle attacks. It is not powerful enough to affect tentacles which are already mutated.}}
  
'''Beastly Appendage''' is a level 1 [[Transmutations]] spell. [[Transmuter]]s begin with this spell memorized.
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'''Beastly Appendage''' is a level 1 [[Transmutations]] spell.  
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[[Transmuter]]s begin with this spell memorized.
 
__NOTOC__
 
__NOTOC__
 
==Effect==
 
==Effect==
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*[[Horns|Horns 2]] - grants an auxiliary headbutt attack, melding [[helmet]]s.
 
*[[Horns|Horns 2]] - grants an auxiliary headbutt attack, melding [[helmet]]s.
 
*[[Talons|Talons 2]] - grants an auxiliary kick attack, melding [[boots]].
 
*[[Talons|Talons 2]] - grants an auxiliary kick attack, melding [[boots]].
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**Like other Transmutations, Beastly Appendage will fully meld [[Lear's hauberk]].
  
Several [[species]] have restrictions on which mutations they can gain from this spell:
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The duration of these mutations is dependent upon your [[spell power]]. Casting the spell again extends the duration of your current mutations.
*Species that lack humanoid feet ([[naga]]s, [[palentonga]]s, and [[felid]]s) cannot gain talons. Due to their hybrid nature, [[merfolk]] also cannot gain talons.
 
**...but the spell melds [[barding]]s and boots anyway.
 
*Octopodes, being incompatible with either mutation, gain a [[Good mutations#Tentacle Spike|spiked tentacle 3]] instead.
 
  
The duration of these mutations is dependent upon your [[spell power]]. Casting the spell again extends the duration of your current mutations.
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===Restrictions===
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Your helmet and boot slot (or equivalent) will meld, even if these mutations aren't valid:
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* [[Armataur]]s, [[naga]]s, [[merfolk]], and [[felid]]s cannot get Talons, as they don't have humanoid feet. However, their [[boots]] / [[barding]]s are melded, anyway.
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*Octopodes, being incompatible with either mutation, gain a [[Good mutations#Tentacle Spike|spiked tentacle 3]] instead. Their hat slot is still melded.
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[[Undead]] species ([[ghoul]]s, [[mummies]], bloodless [[vampire]]s) can't cast this spell, like other [[transformation|form]]-changing spells.
  
 
==Strategy==
 
==Strategy==
Beastly Appendage can significantly improve the combat capabilities of low-level transmuters. In the early game, both boots and helmets are quite rare, so melding these aux armour slots shouldn't be noticeable.
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Beastly Appendage can significantly improve the combat capabilities of low level melee characters. It isn't likely for an early adventurer to have helmets or boots, so melding these aux armour slots shouldn't be noticeable.
  
Technically, Beastly Appendage does not give any special bonus to [[Unarmed Combat]]. Low level Transmuters can feel free to wield and train with a weapon... though further Transmutations ''do'' boost UC.
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Beastly Appendage doesn't give any special bonus to [[Unarmed Combat]]. Low level Transmuters can feel free to wield and train with a weapon. Note that further Transmutations ([[Spider Form]] & [[Ice Form]]) do rely on Unarmed, though.
  
 
==History==
 
==History==
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*This spell was removed in [[0.31]], along with the Transmutations spell school.
 
*Prior to [[0.26]], the spell could provide either Horns 2 or Talons 3 (instead of both) and couldn't meld aux armour in those slots.
 
*Prior to [[0.26]], the spell could provide either Horns 2 or Talons 3 (instead of both) and couldn't meld aux armour in those slots.
 
*Prior to [[0.12]], Claws 3 was a possible result.
 
*Prior to [[0.12]], Claws 3 was a possible result.
 
*Prior to [[0.11]], Beastly Appendage gave you Tentacles for arms instead of Claws.
 
*Prior to [[0.11]], Beastly Appendage gave you Tentacles for arms instead of Claws.
 
*Beastly Appendage was added in [[0.10]].
 
*Beastly Appendage was added in [[0.10]].
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{{Forms}}
  
 
[[Category:Status effects]]
 
[[Category:Status effects]]

Latest revision as of 02:05, 26 February 2024

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Beastly appendage.png Beastly Appendage
Level 1
School1 Transmutation
Source(s)
Casting noise 1
Spell noise 0

Causes monstrous horns and talons to grow from the caster's body, granting them a chance of making an extra attack in melee. It is not powerful enough to enhance appendages that are already nonhuman.

For Octopodes:

Causes a vicious spike to grow from one of the caster's tentacles, increasing the damage of their extra tentacle attacks. It is not powerful enough to affect tentacles which are already mutated.

Beastly Appendage is a level 1 Transmutations spell.

Transmuters begin with this spell memorized.

Effect

Beastly Appendage briefly gives you the following temporary combat enhancing mutations, melding armour in the process:

The duration of these mutations is dependent upon your spell power. Casting the spell again extends the duration of your current mutations.

Restrictions

Your helmet and boot slot (or equivalent) will meld, even if these mutations aren't valid:

Undead species (ghouls, mummies, bloodless vampires) can't cast this spell, like other form-changing spells.

Strategy

Beastly Appendage can significantly improve the combat capabilities of low level melee characters. It isn't likely for an early adventurer to have helmets or boots, so melding these aux armour slots shouldn't be noticeable.

Beastly Appendage doesn't give any special bonus to Unarmed Combat. Low level Transmuters can feel free to wield and train with a weapon. Note that further Transmutations (Spider Form & Ice Form) do rely on Unarmed, though.

History

  • This spell was removed in 0.31, along with the Transmutations spell school.
  • Prior to 0.26, the spell could provide either Horns 2 or Talons 3 (instead of both) and couldn't meld aux armour in those slots.
  • Prior to 0.12, Claws 3 was a possible result.
  • Prior to 0.11, Beastly Appendage gave you Tentacles for arms instead of Claws.
  • Beastly Appendage was added in 0.10.
Transformations
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